﻿using DL.Characters.Player.FSM.StateMachine;

namespace DL.Characters.Player.FSM.State
{
    /// <summary>
    /// 攻击执行阶段
    /// </summary>
    public class PlayerNormalCombatState : PlayerCombatBaseState
    {
        public PlayerNormalCombatState(PlayerCombatStateMachine playerStateMachine, int property = 0) : base(playerStateMachine, property)
        {
            
        }
        public override void Enter()
        {
            base.Enter();
            
            //参数设置  
            // CombatController.ActionInput();
            // CombatController.ExecuteAttackAction();
            
            WeaponCombotController.ActionInput();
            WeaponCombotController.ExecuteAttackAction();

            // MoveController.EnableRootMotion = false;
        }

        public override void StateTransitionCompleted()
        {
            //转入冷却
            StateMachine.ChangeState<PlayerCombatColdingState>();
        }
    }
}